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pl_dawns_vigil

Created 12th April 2016 @ 11:29

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theatreTECHIE

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Note: This map has been updated and renamed to pl_vigil. The new thread is available here.
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Hi all!

Over the past few months I’ve been working on this single stage 4 point payload map, with the first release being made in the TF2Maps 72 Hour Winter Jam. I’ve iterated a few times since then, and now am looking for some feedback from the competitive community. Currently the map is still in alpha, however I hope to get it into beta if I get good feedback about it.

Download from TF2Maps

Screenshots Here


Last edited by theatreTECHIE,

Luikuri

1500

I like the fact that sniper shouldn’t be too strong in this map. the map is pretty tight overall.
The map looks nice but would probably need some more work to be used in hl season.
ps. u can hide stickies inside the rocks next to 3rd cp.

theatreTECHIE

I didn’t like that so many payloads have so many dominant sniper sight-lines, (even though I still like upward) so I wanted to make this map that while still has spots for sniper to shine, isn’t as geared to snipers as the other maps.Thanks for pointing out the sticky problem. I’ve had a look into it, and hopefully will be a relatively easy fix for the next release.As for what work needs to be done to the map, if anyone has a suggestion, I’ll be happy to hear it and take it into consideration for the next release. That’s after all the reason I posted the map here.

theatreTECHIE

Update to A9B!

Changelog:

– Put block bullets around rocks next to C (Thanks Luikuri)

– Changed health and ammo around B to give blu a bit more advantage

– Added a fence and moved ramp forward on B to help limit red’s view of B from spawn

– Widened flank from tunnel to B to help blu out-range sentries put on the hill

– Added more time after A and B cap

Download from TF2Maps

Screenshots Here


Last edited by theatreTECHIE,

theatreTECHIE

Update to A10!

Changelog:

– Added flank for blu to help gain control of the hill on B

– Added platform on A to help blu secure area

Download from TF2Maps

Screenshots Here


Last edited by theatreTECHIE,

theatreTECHIE

Update to A10A!

Changelog:

– Added alternate door to blu’s first forward spawn

– Changed some geometry around A (not game-play changing)

– Detailed hut in the first courtyard

– Added some signage around B for blu

Download from TF2Maps

Screenshots Here


Last edited by theatreTECHIE,

theatreTECHIE

Update to A11!

Changelog:

– Raised height of ceiling in cave to fix being able to see through the displacements while taunting (thanks MarioFan)

– Changed sniper spot on C to make snipers more visible

– Changed placement of resupply cabinet in red’s final spawn

– General bug fixes- A bit more detailing!

Download from TF2Maps

Screenshots Here


Last edited by theatreTECHIE,

theatreTECHIE

Update to A12!

Changelog:

– Blocked sightline on first by moving barn and extending wall out

– Streamlined right path for blu out of first spawn

– Raised height of walls around first

– Added new hole in wall on first

– Blocked drop-down into second tunnel before first is capped

– Moved first cap further along cart path

– Unclipped top of small building on second and added cover

– Added shutter door on front of building containing red’s first spawn

– Moved ramp on third and third cap point further along cart path

– Removed part of wall on third

– Added another small wall on third to block sightline opened up by previous change

– Raised height of blu’s final spawn to help prevent camping

– Removed rock outside final and replaced with building

– Reworked red’s final spawn to help prevent camping

– Some more detailing

Download from TF2Maps
Screenshots Here


Last edited by theatreTECHIE,

theatreTECHIE

Update to A13!

Changelog:

– Lowered secondary exit area of red’s final spawn to negate sightline

– When 3rd is capped, red gets a 1 second respawn wave time for 10 seconds, after which they get a respawn wave time of 9 seconds (down from 10)

– Detailing around A

– General logic cleanup

– Increased size of concrete platform near C to allow teleporter placement

Download from TF2Maps

Screenshots Here


Last edited by theatreTECHIE,

theatreTECHIE

Update to A14!

Changelog:

– Increased Blu Spawn Time when attacking B and D

– Added some crates in right route from Blu Spawn to A

– Cut off the corner of the platform on C

– Added another doorway out of the room red come out of spawn into on C

– Blocked off perch point on D

– Some more detailing changes
Download from TF2Maps

Screenshots Here

EDIT: reuploaded due to metadata problem at TF2Maps


Last edited by theatreTECHIE,

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